default DancingCharacters to random, not off
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@@ -247,7 +247,7 @@ void GameState::Reset()
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FOREACH_PlayerNumber(p)
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{
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if( PREFSMAN->m_ShowDancingCharacters == PrefsManager::CO_RANDOM )
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if( PREFSMAN->m_ShowDancingCharacters == PrefsManager::SDC_Random )
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m_pCurCharacters[p] = CHARMAN->GetRandomCharacter();
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else
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m_pCurCharacters[p] = CHARMAN->GetDefaultCharacter();
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@@ -63,7 +63,7 @@ READFROM_AND_WRITETO( PrefsManager::MarvelousTiming, int& )
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READFROM_AND_WRITETO( CoinMode, int& )
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READFROM_AND_WRITETO( Premium, int& )
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READFROM_AND_WRITETO( PrefsManager::Maybe, int& )
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READFROM_AND_WRITETO( PrefsManager::CharacterOption, int& )
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READFROM_AND_WRITETO( PrefsManager::ShowDancingCharacters, int& )
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READFROM_AND_WRITETO( PrefsManager::CourseSortOrders, int& )
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READFROM_AND_WRITETO( PrefsManager::GetRankingName, int& )
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READFROM_AND_WRITETO( PrefsManager::ScoringTypes, int& )
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@@ -210,7 +210,7 @@ PrefsManager::PrefsManager() :
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m_bAutogenGroupCourses ( "AutogenGroupCourses", true ),
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m_bBreakComboToGetItem ( "BreakComboToGetItem", false ),
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m_bLockCourseDifficulties ( "LockCourseDifficulties", true ),
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m_ShowDancingCharacters ( "ShowDancingCharacters", CO_OFF ),
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m_ShowDancingCharacters ( "ShowDancingCharacters", SDC_Random ),
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m_bUseUnlockSystem ( "UseUnlockSystem", false ),
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m_bAutoMapOnJoyChange ( "AutoMapOnJoyChange", true ),
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m_fGlobalOffsetSeconds ( "GlobalOffsetSeconds", 0 ),
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@@ -190,8 +190,8 @@ public:
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Preference<bool> m_bAutogenGroupCourses;
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Preference<bool> m_bBreakComboToGetItem;
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Preference<bool> m_bLockCourseDifficulties;
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enum CharacterOption { CO_OFF = 0, CO_RANDOM = 1, CO_SELECT = 2};
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Preference<CharacterOption> m_ShowDancingCharacters;
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enum ShowDancingCharacters { SDC_Off = 0, SDC_Random = 1, SDC_Select = 2};
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Preference<ShowDancingCharacters> m_ShowDancingCharacters;
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Preference<bool> m_bUseUnlockSystem;
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Preference<bool> m_bAutoMapOnJoyChange;
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Preference<float> m_fGlobalOffsetSeconds;
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@@ -76,7 +76,7 @@ void ScreenSelectCharacter::Init()
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default:
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/* Non Rave/Battle mode, just skip this screen if disabled. */
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if( PREFSMAN->m_ShowDancingCharacters != PrefsManager::CO_SELECT )
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if( PREFSMAN->m_ShowDancingCharacters != PrefsManager::SDC_Select )
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{
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this->PostScreenMessage( SM_GoToNextScreen, 0 );
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return;
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